I would like you guys to consider the Stormspeeder Hailstrike in FAF. Only at 115 points it is able to zoom the backfield, helps screening and is able to push some buttons if necessary. But the real deal is, that it can deliver ANOTHER -1AP to our flamers. Suddenly all out stuff has AP -1 on demand, Infernus -2 , Redeemer - 3
MY list is very similar. Im switching from 2 5 man infernus to 2 5 man and a 10 man. Repulsor instead of executioner to transport the 10 man and protect from charging. Burning vengeance to have them come out and wipe what shoots them if close enough. Redemptor for a tough and powerful distraction. LT with bladedrax for lethals, fallback, and champion of humanity which negates -1 damage from deathwing terminators or ctan (I have to deal with alot of these in my area). Lancer because I painted it nice and dont have ballistus. But I think you might be onto something here with ballistus oath.
I think it's great that you keep doing your thing and try to make firestorm actually work at events although all the odds are stacked against you (with this i mean that UM are just blatantly so much better). I know that it's of course a model thing but i feel strongly that the vanguard vets with the captain are much too expensive for what they can do. Played them myself a couple of times in this config even before they got nerfed and always felt like they dont do what i expect of them for their points. So if you're in the market of constructive criticism i took the liberty of editing your list a little without losing its core concept: Vulcan, Adrax, Foot captain Intercessors 2 Ballistii 6 Bladeguard Company Heroes 10 Infernus, 5 Infernus, 5 Infernus LRR, RepEx, Regular Rep 5 Scouts 1995 pts What you lose is 10 Jump dudes and their captain as well as the infiltratorsand eradicators. What you gain is another 10 Infernus and a repulsor and 5 intercessors. Intercessors instead of infiltrators because sticky is never bad, intercessors got actually usable and are 20 pts cheaper as well as 3" DP is gone. they also can embark after making their homefield sticky if you dont have to screen your backfield. 10 infernus do more damage in shooting than the vanvets but less in melee of course. they have OC 2 though and the footcaptain punches really hard for at least a turn. In the repulsor you gain mobilty and more firepower as well as another hard target and transporter synergies/shenanigans. I like the eradicators of course but even with assault and S10 they are too swingy for me at 100 pts. the 3-man squad just bounces off too often because nearly everything has an invul and if you dont have a monster/vehicle to attack they need oath as well which you will most likely need somewhere else. If you feel like you dont have enough mission play you can easily swap 5 infernus for 5 JPI or even the footcaptain. anyhow, keep up the good work while burninating the countryside!
No promises on using this, but I really like your thoughts here, thanks for sharing them! Another 10 Infernus with a Captain isn't a thing I had given much thought to. With their OC changes, this is actually a lot stronger than preciously.
Hey, I am new to Warhammer, and building Salamanders as my first army. Stoked to see this video! I was curious though, why such a big investment in a jump pack captain and vanguard vets? Their hand flamers don't seem like they do much work compared to their melee, and if you just want the melee it seems like jump pack intercessors might do more per point? Currently I am jamming a second land raider redeemer and more infantry into my list but this has me wondering...
I would like you guys to consider the Stormspeeder Hailstrike in FAF.
Only at 115 points it is able to zoom the backfield, helps screening and is able to push some buttons if necessary.
But the real deal is, that it can deliver ANOTHER -1AP to our flamers.
Suddenly all out stuff has AP -1 on demand, Infernus -2 , Redeemer - 3
As someone building salamanders as my first army this makes me so excited
awesome video keep it up!
Thank you :-)
OOOM THAT EXEXUSIONER IS GORGEOUS
-ap1 !
bruh i quit swgoh a few months back so getting flashbanged by a recommended video of Xerath prevails in 40k is wild to me lol
Bahahaha welcome back!
Back to Xereth. :) That's a name I haven't heard in.....
I can't make up my mind, lmao
Xereth it is!
Vindicators, advance and shoot are brutal
I want to run some but im afraid they'll go to legends next edition
MY list is very similar. Im switching from 2 5 man infernus to 2 5 man and a 10 man. Repulsor instead of executioner to transport the 10 man and protect from charging. Burning vengeance to have them come out and wipe what shoots them if close enough. Redemptor for a tough and powerful distraction. LT with bladedrax for lethals, fallback, and champion of humanity which negates -1 damage from deathwing terminators or ctan (I have to deal with alot of these in my area). Lancer because I painted it nice and dont have ballistus. But I think you might be onto something here with ballistus oath.
I appreciate your thoughts!
I think it's great that you keep doing your thing and try to make firestorm actually work at events although all the odds are stacked against you (with this i mean that UM are just blatantly so much better).
I know that it's of course a model thing but i feel strongly that the vanguard vets with the captain are much too expensive for what they can do. Played them myself a couple of times in this config even before they got nerfed and always felt like they dont do what i expect of them for their points.
So if you're in the market of constructive criticism i took the liberty of editing your list a little without losing its core concept:
Vulcan, Adrax, Foot captain
Intercessors
2 Ballistii
6 Bladeguard
Company Heroes
10 Infernus, 5 Infernus, 5 Infernus
LRR, RepEx, Regular Rep
5 Scouts
1995 pts
What you lose is 10 Jump dudes and their captain as well as the infiltratorsand eradicators. What you gain is another 10 Infernus and a repulsor and 5 intercessors.
Intercessors instead of infiltrators because sticky is never bad, intercessors got actually usable and are 20 pts cheaper as well as 3" DP is gone. they also can embark after making their homefield sticky if you dont have to screen your backfield.
10 infernus do more damage in shooting than the vanvets but less in melee of course. they have OC 2 though and the footcaptain punches really hard for at least a turn. In the repulsor you gain mobilty and more firepower as well as another hard target and transporter synergies/shenanigans.
I like the eradicators of course but even with assault and S10 they are too swingy for me at 100 pts. the 3-man squad just bounces off too often because nearly everything has an invul and if you dont have a monster/vehicle to attack they need oath as well which you will most likely need somewhere else.
If you feel like you dont have enough mission play you can easily swap 5 infernus for 5 JPI or even the footcaptain.
anyhow, keep up the good work while burninating the countryside!
No promises on using this, but I really like your thoughts here, thanks for sharing them! Another 10 Infernus with a Captain isn't a thing I had given much thought to. With their OC changes, this is actually a lot stronger than preciously.
huzzah!
Huzzah, agreed!
@@RumorsofHeresy Pump out more content, so I'll be content.
Hey, I am new to Warhammer, and building Salamanders as my first army. Stoked to see this video! I was curious though, why such a big investment in a jump pack captain and vanguard vets? Their hand flamers don't seem like they do much work compared to their melee, and if you just want the melee it seems like jump pack intercessors might do more per point? Currently I am jamming a second land raider redeemer and more infantry into my list but this has me wondering...
😊
Im new so sorry if this isnandumb question. Are you allowed th have the primarch vulkan in your army?
I vote Instagram
Cool, thanks for the vote 😀